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New tech 2 battleship idea with new use for tech 2 "scanner" frigs

Author
Industrial Production Toon
Neptune PVP Corporation
#1 - 2013-03-30 20:05:16 UTC
Many of the years i have been in EVE i have always wondered... why the tech 2 covert frigate (not the bomber).... it doesn't really have the best of roles.... also, battleships, big massive boats that should be the main bulk of any large fleet. Yet the tech 2 variants are limited to a PVE battleship and what really comes down to it... a portable jump bridge (the black ops)...

My idea:

Sniping battleships, now lets make them really sniper!

The tech 2 battleship, skill and ship class: Snipers

The role, bonuses and special modules restricted to that ship:

Role: To be a long range bombardment vessal, able to hit targets out of its grid range with specialized long range weapons to a tagged target (see tech 2 "scanner" frig idea below for tagging info).

Ability to fit Sniper Cannon

Minmatar cannon: Artillery Sniper Cannon
Caldari cannon: Railgun Superior Gauss Cannon
Amarr cannon: High Density Beam Cannon
Galente cannon: Railgun Superior Gauss Cannon

Bonuses: 2 AU range bonus to firing range per level of Snipers.

The idea... the tech 2 covert frigates: Buzzard, anathema, helios and cheetah will all be given a special module they can only fit, which also comes with a skill. This module will be Tag Beacon and the skill for 2.5% bonus to duration of Tag Beacon per level of Tagging. The tag is counted as an offensive module, so will give aggro timer.

The sniping battleship will need Targeting level 5, signature analysis level 5, motion prediction level 5 and sharpshooter level 5, aswell as the usual battleship level 5.

When the frigate tags a target the beacon will have a maximum time of 25 seconds of beacon time. The frigate must also be in fleet with the sniper for it to show up on the snipers overview. The Sniper will get a maximum range of 10 AU to hit from, and must be stationary to fire and will remain stationary for 30 seconds after each round has been fired.

This idea is simply just that... an idea. It gives us a new tech 2 battleship to help spice up EVE, it would change tactics, give the tech 2 covert frig a new meaning, and would make a big change in PVP.

Please give thoughts on this idea.
Akuyaku
Garoun Investment Bank
Gallente Federation
#2 - 2013-03-30 20:10:06 UTC
Covops frigs already have a role, it's called scanning.
Industrial Production Toon
Neptune PVP Corporation
#3 - 2013-03-30 20:11:18 UTC
Just to add a point:

The balance is there, the frig would have to be within 2,500m range to tag a ship, so it will be a suicide frig, but with a fleet of snipers on the end of it, the tagged ship would die. As for balance, the snipers will be sat there after firing for 30 seconds, enough time to probe out the snipers, so the balance is there, aswell as you will only get a maximum of 2 shots off in the 25 second max beacon time.
Industrial Production Toon
Neptune PVP Corporation
#4 - 2013-03-30 20:12:42 UTC
Akuyaku wrote:
Covops frigs already have a role, it's called scanning.


yes, but how many ships have scanning bonuses... alot, each tech 3 has the chance for that, some tech 1 frigs have that role... its a step in role, a boring pointless role.

This idea is giving it a new role, a proper purpose.
Drake Doe
88Th Tax Haven
#5 - 2013-03-30 20:16:34 UTC
So even though OGB is a problem OGS wouldn't be?

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Drake Doe
88Th Tax Haven
#6 - 2013-03-30 20:18:23 UTC
Industrial Production Toon wrote:
Akuyaku wrote:
Covops frigs already have a role, it's called scanning.


yes, but how many ships have scanning bonuses... alot, each tech 3 has the chance for that, some tech 1 frigs have that role... its a step in role, a boring pointless role.

This idea is giving it a new role, a proper purpose.

And can a t3 or t1 ship be as good of a potentially throw away scout with a high chance of surviving?

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Industrial Production Toon
Neptune PVP Corporation
#7 - 2013-03-30 20:19:27 UTC
Drake Doe wrote:
So even though OGB is a problem OGS wouldn't be?


Off grid booster is a problem for giving great bonuses to a fleet and can move arround, also it is a problem because of incursions. The sniper becomes unmovable for 30 seconds after firing, which is enough time to be probed caught and killed.
Industrial Production Toon
Neptune PVP Corporation
#8 - 2013-03-30 20:21:28 UTC
Drake Doe wrote:
Industrial Production Toon wrote:
Akuyaku wrote:
Covops frigs already have a role, it's called scanning.


yes, but how many ships have scanning bonuses... alot, each tech 3 has the chance for that, some tech 1 frigs have that role... its a step in role, a boring pointless role.

This idea is giving it a new role, a proper purpose.

And can a t3 or t1 ship be as good of a potentially throw away scout with a high chance of surviving?


Okay, lets say they make a new tech 2 frig variant for the tagging bonus role, as i said, it is just an idea.
Zircon Dasher
#9 - 2013-03-30 20:29:45 UTC
1) Bait
2) Bumpers
3) POS
4)?????
5) Profit

?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Drake Doe
88Th Tax Haven
#10 - 2013-03-30 20:31:45 UTC
Industrial Production Toon wrote:
Drake Doe wrote:
So even though OGB is a problem OGS wouldn't be?


Off grid booster is a problem for giving great bonuses to a fleet and can move arround, also it is a problem because of incursions. The sniper becomes unmovable for 30 seconds after firing, which is enough time to be probed caught and killed.

30 secs won't make a difference when they can do it from right outside a pos shield and burn towards it after the time is up

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Industrial Production Toon
Neptune PVP Corporation
#11 - 2013-03-30 20:33:10 UTC
Zircon Dasher wrote:
1) Bait
2) Bumpers
3) POS
4)?????
5) Profit

?



bumpers... well its for low sec or 0.0 use, possibly might be another 0.0 only use modules, so having the snipers in a safe spot... no bumpers.
Industrial Production Toon
Neptune PVP Corporation
#12 - 2013-03-30 20:35:17 UTC
Drake Doe wrote:
Industrial Production Toon wrote:
Drake Doe wrote:
So even though OGB is a problem OGS wouldn't be?


Off grid booster is a problem for giving great bonuses to a fleet and can move arround, also it is a problem because of incursions. The sniper becomes unmovable for 30 seconds after firing, which is enough time to be probed caught and killed.

30 secs won't make a difference when they can do it from right outside a pos shield and burn towards it after the time is up


a good point, but possibly having a proximity error to POS's? or celestials? either that or shorten range i guess, either way as i said, it is just an idea.
Zircon Dasher
#13 - 2013-03-30 20:36:50 UTC
Industrial Production Toon wrote:


bumpers... well its for low sec or 0.0 use, possibly might be another 0.0 only use modules, so having the snipers in a safe spot... no bumpers.


OH right. Forgot that bumping ships is restricted to highsec.Lol

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Zircon Dasher
#14 - 2013-03-30 20:37:47 UTC
Drake Doe wrote:
30 secs won't make a difference when they can do it from right outside a pos shield and burn towards it after the time is up


If things get really hairy just bump them back in.

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Industrial Production Toon
Neptune PVP Corporation
#15 - 2013-03-30 20:42:14 UTC
Zircon Dasher wrote:
Industrial Production Toon wrote:


bumpers... well its for low sec or 0.0 use, possibly might be another 0.0 only use modules, so having the snipers in a safe spot... no bumpers.


OH right. Forgot that bumping ships is restricted to highsec.Lol


so if you run a fleet, and ur sat in a safe spot how will they bump you again? kthnxbye
Drake Doe
88Th Tax Haven
#16 - 2013-03-30 20:52:36 UTC
Industrial Production Toon wrote:
Drake Doe wrote:
Industrial Production Toon wrote:
Drake Doe wrote:
So even though OGB is a problem OGS wouldn't be?


Off grid booster is a problem for giving great bonuses to a fleet and can move arround, also it is a problem because of incursions. The sniper becomes unmovable for 30 seconds after firing, which is enough time to be probed caught and killed.

30 secs won't make a difference when they can do it from right outside a pos shield and burn towards it after the time is up


a good point, but possibly having a proximity error to POS's? or celestials? either that or shorten range i guess, either way as i said, it is just an idea.

The way I see it we have a hardcap on lock range for a reason

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Industrial Production Toon
Neptune PVP Corporation
#17 - 2013-03-30 23:57:54 UTC
Well it would certainly add a new element to the game.
Hakan MacTrew
Science and Trade Institute
Caldari State
#18 - 2013-03-31 17:27:39 UTC
Industrial Production Toon wrote:
Well it would certainly add a new element to the game.

I love the idea of strategic munitions, but I think it would be almost impossible to balance.

I don't think a turret would be suitable for the role. A launcher seems much more suitable.
A high yield missile, after its launched it can enter warp to the grid, then head for the target. It can then speed on to its target. Also, it can then be targeted and destroyed once on grid. It also leaves a big delay between firing and impact. Much more opportunity to prevent impending destruction.

Oh, and as for the idea of scanning them down, force an anchoring mechanic, like siege or triage. They won't go anywhere for a little while.

Also, introduce a way to warn of incoming fore, giving the target an opportunity to break the lock or destroy the painter.

Lastly, ban its use on empire space. It's too abusable by pirate gangs.
Industrial Production Toon
Neptune PVP Corporation
#19 - 2013-03-31 17:34:43 UTC
Hakan MacTrew wrote:
Industrial Production Toon wrote:
Well it would certainly add a new element to the game.

I love the idea of strategic munitions, but I think it would be almost impossible to balance.

I don't think a turret would be suitable for the role. A launcher seems much more suitable.
A high yield missile, after its launched it can enter warp to the grid, then head for the target. It can then speed on to its target. Also, it can then be targeted and destroyed once on grid. It also leaves a big delay between firing and impact. Much more opportunity to prevent impending destruction.

Oh, and as for the idea of scanning them down, force an anchoring mechanic, like siege or triage. They won't go anywhere for a little while.

Also, introduce a way to warn of incoming fore, giving the target an opportunity to break the lock or destroy the painter.

Lastly, ban its use on empire space. It's too abusable by pirate gangs.


glad to see someone who thinks alike =D

it would work very well for large fleet battles to have some standing by to hit the enemy FC ship, or something big like a titan or super carrier
Ranger 1
Ranger Corp
Vae. Victis.
#20 - 2013-03-31 18:39:34 UTC
This would seem to be more a role for a specialized cap/super cap ship.

I'm going to have to say I'd prefer changes to the current scanning mechanic to enable traditional snipers to function as intended again.

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